Do you look at the majority of player homes and sigh to yourself after only a few images, thinking WHY? Congratulations, you may be as picky as I am, but instead of whinging on their mod pages I made my own home, which has grown to include about everything you might need and yet remains tasteful. Still sighing? Move along then and make YOUR own.
Permissions and credits
Author's instructions
NOT to be edited or redistributed in any way without express written consent.
File credits
masterofshadows for the original Refuge mod.
Brumbek made the archery target found in the follower room. 747823 made the original katana set, I (LeanWolf) fixed the meshes and MoS made the Elven textures. Blary's Ingredients in a Jar Resource.
CD Projekt RED amazingly allows it's game resources to be used freely; the unique Dwarven sword meshes and textures were edited by LeanWolf from these resources, as was the stone block texture.
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
Changelogs
Version 2.7.9
+ Carried over a few missed very minor USLEEP edits.
+ Winterhold mesh edited to be compatible with ELFX.
Version 2.7.8
+ REMOVE ANY WEAPON FROM THE SWORD-IN-STONE CHARGER AND LEAVE THE REFUGE BEFORE UPDATING
+ Changed the Sword-in-Stone charger to fix missing activator - always leave a weapon in the charger before exiting the cell or the activator will be missing again when you re-enter.
+ Removed sky and weather from the transition cell and Frozen Passage
+ A few more mesh edits
Version 2.7.7
+ REMOVE ANY BOOKS FROM THE SHELF ABOVE THE BED BEFORE UPDATING
+ Various mesh improvements (UV, collision + a smooth fern mesh)
+ Stone block texture wasn't quite seamless + added parallax
+ Various aesthetic changes, largest of which is in the Tree cavern
+ NPCs will now re-equip their gear as they leave the baths area, linked to the disrober switch
+ Non-Parallax version available
Version 2.7.6
+ Fixed new stone block textures: increased contrast and fixed normals (alpha channel)
+ A couple of mesh edits
+ Fixed a leftover script property (that wasn't hurting anything but should've been removed)
+ Some minor tweaks
Version 2.7.5
+ Re-textured many interior meshes - stone blocks rather than flat stone paving.
+ Parallax added to many meshes: you need Project Parallax Remastered + ENB or you'll have shifty textures.
+ Tweaked some interior areas and meshes - e.g. deeper fireplace, runed anvil, stairs in tree cavern, etc.
+ Small tweak to the weapon racks - you shouldn't notice any difference (hidden vault displays untouched).
+ Another attempt at the sword-in-stone charger, so there'll be another sword in there. Works for me.
+ Removed seams from the main cavern flooring - they weren't very noticeable with the default texture, but some retextures brought them out.
Version 2.7.3
+ Sword-in-the-Stone weapon charger/display: remove any weapon from it and make sure your character isn't inside the Refuge when udating.
- IF you leave a weapon in the display when updating it will still be there + a new Mahakaman on top.
- The display now uses the default WeaponRack scripts (vanilla or USKP if you're using it) + an extra added tiny script for the charging (so if any weapon won't show properly it's not my fault).
+ Auto Disrobers on the pool and hotub - use the lamp switch to toggle on/off - there is no auto re-equipping at the moment.
Version 2.7.2
+ Fixed Refuge Spirit stealing your gear. Her storage can be found in the chest behind the chair in the tree cavern - TAKE ANYTHING SHE WAS HOLDING FOR YOU BEFORE UPDATING (though you can still get it back by console).
+ You can now ask the Spirit to send you back to the last place she teleported you from anywhere, not just from inside the Refuge (the trick is remembering where that was).
+ Light brightness reduced slightly in some rooms.
+ Made proper blood meshes for the katana set.
+ Tweaked the katana set meshes (fixes, shape tweaks and optimization).
+ All Refuge swords now have the Silver perk, you won't see it in the description but it's there.
+ Forge recipes added for the katana set (Elven).
+ Left-hand sheathed sword meshes included for DSR users.
+ Improved collision of a cave wall mesh.
+ DLC Addon: added the double-cell swap trick for the portal to Severin Manor (I was getting occasional ILS with that door but it turns out my SKSE ini wasn't working properly, so it wasn't actually needed but it doesn't hurt to leave it in).
Version 2.7.1
+ Fix for people not seeing the marble weapon plaques
+ Refuge Spirit added to the PlayerAlly faction, hopefully this resolves fights with followers
+ Fixed blood mesh on one-handed Mahakaman sword
+ Non-enchanted versions of the Dwarven sword and greatsword craftable at the Dwarven Forge (Dwarven crafting perk required)
Version 2.7.0
+ REMOVE the SIGIL STONE from it's display + ITEMS FROM the BEDROOM SAFE and BEDSIDE BOOKSHELF BEFORE UPDATING!
+ Created some new architectural models
+ Script cleanup - you might want to run a script cleaner after you've updated and saved (no harm if you don't)
+ New snappier menu to access Refuge chests through the Spirit
+ Ore Chest and Bedroom Bookcase added to remote Refuge Access
+ Gem Chest added to the Forge's linked crafting
+ Refuge now has "Double Cell Swap" trick to eliminate ILS/CTD when low on RAM
+ Re-retextured Dwarven Forge + uses USKP's greatly optimised mesh
+ Togglable Forge lava-fall, Entry bridge chamber lighting and Hot-tub jacuzzi! :D
+ "Disrober" rune in Bath chamber
+ Bedside bookshelf moved above bed
+ Fixed vanilla UV error on large Markarth beam used in a few places
+ Smoother Talos statue from my Better-Shaped Talos mod
+ More stuff I can't recall (been working on this off-and-on for some time now)
Version 2.6.8
+ Refuge Spirit: added option to tell her to stay in the Tree cavern. Summoning her will restart her patrol.
+ The Spirit will no longer drop items given to her into the sorting chest, but will hold onto them indefinitely.
+ Sorting chest added to the secret storage.
+ Sorting chests will now spit items that cannot be sorted back into the player's inventory.
+ Thieves' guild button removed (it was redundant with Honeyside).
+ Some updated meshes (Talos statue, secret storage).
+ Many buttons replaced with Dwemer runes.
+ DLC Addon only: Summon Refuge Portal spell added (spellbook in secret storage). Summons a permanent archway before the caster. A portal to the Refuge can be activated/deactived via this arch. Re-casting the spell will move the archway/portal. From the Refuge this portal can be activated by the button under the new Dwemer banner.
Version 2.6.7c
+ Made edit to Archmage's quarters so that the secret door isn't revealed by the bad lighting - rune had to be moved further left.
+ Atronach forge manual didn't have bounds set, so it didn't sit nicely in bookshelves.
Version 2.6.7b
+ "MOPP fix" applied to 60+ meshes that I had created better collision for.
+ Light switch on railing above the main cavern added.
+ A couple of typos fixed (Necromancer Amulet and High Hrothgar key).
Version 2.6.7
+ Refuge horse marker moved into the stable.
+ Lift gears replaced with lamps (the gear noise doesn't stop once started).
+ Lift shaft colour fixes.
+ Chandeliers in the follower and fireplace rooms can now be activated.
+ Keys in guilds can be taken without having to steal them.
+ Z-fighting haypile in Riften secret passage fixed.
+ Reduced smoking effect of the Precious Ring.
Version 2.6.6
+ Atronach Forge area moved to a separate cell - remove anything you left in the Forge box and save outside of the Refuge.
+ Put a trigger in the bedroom and the forge area to enable/disable container-linked crafting. Light on = enabled.
+ Re-did the ivy plants.
Version 2.6.5
+ Take everything from the 2 Sorting Chests, the 4 bookshelves, and everything from the bedroom except for the dwemer chests, the food pot, the 2 shield racks and the bedside cabinet and bookshelf. Leave the Refuge and save your game, then update.
+ Bookshelves in bedroom now.
+ Weaponracks moved out with mannequins.
+ A few display items added to the bedroom.
+ A few more shield racks added.
+ A couple more dagger displays added.
+ Bedroom lights can now be turned on/off (activate the chandeliers).
Version 2.6.4
+ Remove everything from the Vault except Dragonpriest Masks, Dragon Claws, Black Books and Elder Scrolls.
+ Several new Vault displays.
+ The axe in Hrothmund's Barrow is now acquirable (Dragonborn only).
+ Staff enchanter added.
+ Fixed some shadow-striping that had somehow crept in to some areas.
Version 2.6.3
+ You can now teleport back to the last place the Refuge Spirit teleported you home from, just talk to the Spirit.
+ Confirm option added to the Refuge Spirit's teleport dialogue choices.
+ Accessing your containers through the Refuge Spirit will now default back to the container list, choose "I think that's everything" to exit container access.
+ 1-handed version of the Dwarven sword added (found in the Secret Storage).
+ Fixed the sloppy vanilla collision mesh in the Vault, it should be easier to select items in the corners.
+ Fixed a minor collision hole in the bridge entrance chamber.
Version 2.6.2c
+[DG+DB Addon only] Vault fix - remove both Eyes of the Falmer and the 6 items from the wood post displays in the vault BEFORE updating outside the Refuge.
Version 2.6.2
* Door to the Falkreath Dark Brotherhood Sanctuary added (Left button under DB banner) - key on a shelf near the Sithis book.
* Door to Volkihar Keep added (Right button under DG banner) - key on endtable in Harkon's Quarters.
* Crafting stations are now linked to related containers - side effects:
-- if a chest is very full you might be overloaded for a couple of seconds as the items are put back in the chest after crafting.
-- if you have 'other' items in a chest (like apples in the Ore Chest) they will be left in your inventory after crafting.
-- if you were collecting items (like Nirnroots) for a quest, they may be put back in their container after crafting.
-- Dwarven metal for smelting is now sorted into the Ore Chest.
* Standing on the Dwarven Forge will now hurt!
* Standing under the Tree cavern's waterfall will refresh you (health + stamina).
* Falling into Blackreach should be much more certain now.
* Elder Scroll(s), Black Books (DB) and Paragons (DG) added to the Vault - triggers for the Scrolls and books are tricky - Scrolls: try just outside the chests; Books closest to the skulls: move your cursor up until you find it (the vanilla collision mesh of that room is the problem).
Version 2.6.0
* Many improved models, with proper collision meshes added.
* Vault added, look for a rune by the boiler. REMOVE ANY DRAGONPRIEST MASKS FROM THE DISPLAY WALL BEFORE UPDATING!
* Endless spiral stair replaced with a fully functional lift!
* Don't fall off the bridge of Khazad-dûm until you've discovered Blackreach (if you do then you risk messing up the main quest).
* Simple baths added (look for light switch).
* Dawnguard: Stairway down to the Aetherium Forge added. Key on platform by the bust after you cross the first bridge.
* Dragonborn: Spider scroll machine added to forge area.
* Dragonborn ONLY addon is discontinued - sorry!
Version 2.5.3
+ Added the ability to access most of the Refuge containers through the Refuge Spirit (outside the Refuge).
* Removed Jewelry from the auto-Sorter as it removed player-made enchantments - use the Sorting Chest or Refuge Spirit.
* Leather and Leather strips now auto-Sorted to the Hides Chest to match the Sorting Chest.
* DB+DG addon: tiny update to account for the above (No update was needed for the DB ONLY addon file).
Version 2.5.2
+ Fixed issue where the Summon Refuge Spirit power would be blocked by the player's Resist/Absorb Magic.
+ Mahakaman Blade improvements:
... Better textures on blade and scabbard.
... Fixed missing blood textures on blade.
... Sharper tip.
... Upgradable.
+ Added another sorting chest by the lower bridge entrance.
+ Lighting changes in the bridge chamber.
+ Moved the map room furniture slightly - more room to go around.
Version 2.5.1
+ Added the REFUGE SPIRIT - go to the tree cavern and she will appear. Your options are:
... "Stay out of my sight.." will remove her from the game if you don't want her. =(
... "Would you be willing.." will give you the Summon Refuge Spirit ability. =)
* She will not currently fight for you.
* She doesn't say much; this may change if decent sound files can be found.
* She will patrol the Refuge when not summoned.
* Summoning/speaking to her will give these options:
... "Sort through my pack.." will sort your misc. items to their containers in the Refuge, just like the Sorter but from anywhere.
... "Let's go home." will teleport you both to the Refuge (there is no return teleport option as of yet).
... "Could you send me up.." will teleport you up to the Portal Tower - only available inside the Refuge.
... "That will be all.." necessary to dismiss a summon - if you escape the dialogue she will follow you until this is chosen.
... "I need something.." lets you access most of the storage containers from anywhere outside the Refuge.
... "I'll give you.." will allow you to give her anything to be brought back to the Refuge for storage. She will actually hold onto the items until you enter the refuge again, making her a summon-able storage locker.
____________________________________________________________________________________________________________________________________
+ Added the Sorting Chest - the chest under the small table in the map room is now an auto-sorting chest: anything dropped in here will go to it's proper container in the Refuge.
* Besides the obvious named containers are:
... Books go to the left book cabinet in the map room.
... Spell tomes go to the right book cabinet in the map room.
... Scrolls go to the cupboard under the Potions Chest.
... Gold goes to the safe in the bedroom.
... Keys go to the strongbox above the safe.
... Arrows go to the chest above the 2 weapon chests.
... Food items go to the new cooking pot under the weapon chests.
... Skulls, bones, chitin, dwemer parts etc. go to the Dragon Chest.
... Ores and ingots are NOT sorted (no keyword) - just use the Sorter.
* Items that can't be sorted will remain in the chest.
* The Refuge Spirit deposits anything you gave her into the Sorting Chest when you next enter the Refuge.
* Currently only magic gear that is unenchantable will go to the Enchanted Weapon/Apparel chests; unfortunately there's no easy way to detect normal enchanted gear, which will be sent to the normal weapon/apparel chests.
____________________________________________________________________________________________________________________________________
* Added Aemer's Ancient Mahakaman Blade - A powerful new Dwarven greatsword with unique look, enchantment and effects.
* Found as the new "sword in the stone" (anything you already had in there will still be there as well).
____________________________________________________________________________________________________________________________________
* Added charging ability to the "Sword in the Stone" weapon display - it will now fully charge any magic weapon/staff you place there - unfortunately will only work for SKSE users.
____________________________________________________________________________________________________________________________________
+ Fixed "dark texture spots" entering the map room from the main cavern and in the follower room.
+ Fixed missing dartboard texture in follower room.
+ Decorated the bookshelf area a little.
+ Some lighting tweaks.
____________________________________________________________________________________________________________________________________
Dawnguard and Dragonborn Addon - new single addon file format since 2.5.0!
* Remove/delete the previous DB.esp and DG.esp files!
* Remove anything you had stored in the urn behind the secret wall in Severin Manor before updating.
* The Severin door will be locked again, sorry about that.
* Dawnguard door now locked as well - key on table by players bed in Fort Dawnguard (copy in secret storage).
____________________________________________________________________________________________________________________________________
Dragonborn ONLY Addon
* The Severin door will be locked again, sorry about that.
Version 2.5.0
* Re-worked portal system: more destinations and secret doors are now cleverly hidden behind vanilla walls so that vanilla doors are unaffected - Make sure none of the portals are activated before updating, and don't update inside any of the connected homes/guilds.
* Updating a previous version and wondering what happened to the portal buttons? Look for a Dwarven Rune (see the DESC for specific locations).
* Access to the Ragged Flagon is now through a new secret Ratway passage from Honeyside's basement.
* All doors now require keys, the new keys can be found in relevant locations and copies in the secret storage - remove personal items from the secret storage before updating (probably not strictly necessary, just in case). See the DESC for more key details.
* New matching table/cabinets for alchemy/enchanting in the bedroom - remove everything from the SoulGem Strongbox, the Alchemy Satchel, the Potion Chest and the Cupboard under the potion chest before updating!
* Shield holders switched places with framed art in the bedroom - remove your shields before updating (I didn't and the shields were just hanging in front of the art; so not lost).
* The barred door leading up from the water under the map room is now activated by a Rune just under the water's surface on a column opposite the bars (by the block you can stand up on in the water).
* Re-worked map room: larger with wall mural.
* Re-worked lower entry bridge chamber with archer's balcony.
* Bedroom has a door (of sorts), try the rune on the column outside the bedroom or the button opposite the sorter (once inside).
Do you look at the majority of player homes and sigh to yourself after only a few images, thinking "why would they do that?" Examples: a solid stone hotub or forge/smelter somehow being supported by a rickety wood shack floor; or the same statues pasted everywhere, with glowing balls and fountains pouring from the nipples.. *sigh* Well congratulations, you may be as picky as I am, but instead of whinging on their mod pages, I made my own home, which has grown to include about everything you might need and yet remains tasteful. Still sighing? Move along then and make YOUR own, I'm sure it'll be AWESOME! (sigh)
Someone commented that they couldn't tell where vanilla Skyrim ended and where this mod began, that's exactly what I was striving for. The Refuge is concentrated on immersion, aesthetics, authenticity and other big words, while still offering everything an adventurous Dovahkiin might require and more:
Portal tower: A door that links numerous locations throughout Skyrim at the touch of a button (like in Howl's Moving Castle). Connects the five player homes, the Archmage's chambers, both Dark Brotherhood Sanctuaries, Sky Haven Temple, High Hrothgar, and the Ragged Flagon (via a new Ratway secret passage under Honneyside). The Dwarven doors are cleverly hidden behind vanilla walls and there is no sign of them besides a small rune on the wall.
Optional DLC Addon provides additional doorways to Fort Dawnguard, Volkihar Keep and Severin Manor. Also adds a summonable doorway that you can place wherever you like, a passage down to the Aetherium Forge, more Vault display Artefacts, a Spider Scroll machine, a Staff enchanter, and the Dwarven Forge can do Crossbows and Stalhrim.
The Refuge Spirit: Far from home and feeling over-burdened, or did you forget something? Summon this helpful spirit to lighten your load, access your storage or teleport you home. She roams the Refuge when not summoned. Don't want her? Be rude to her and she'll abandon you.
Auto-Sorting: Automatically sort all of the gems, ingredients, ores, ingots, hides, soul gems, and monster parts directly from your inventory into their respective containers at the press of a button.
Sorting chests: drop anything in and it will be automatically sorted and sent to the appropriate container.
Sword-in-the-Stone style weapon display that recharges enchanted weapons (SKSE required for recharging).
Ancient Dwarven Greatsword with unique appearance, powers and effects. One-handed + unenchanted craftable versions included.
Large beautiful mountain-top terrace with a spectacular view (and boss fight, see notes below).
Fully functional Dwemer Lift (no load-screens, ride it up and down)!
Bridge of Khazad-Dûm style entrance cavern, fall off and drop into Blackreach!
Fully navmeshed interior and exterior for followers (master file format ensures working navmeshes).
Distant LODs - your mountain fortress is visible from far away.
ALL crafting stations from wood-cutting & cooking to Atronach & Dwarven Forges - with Skyforge steel, stalhrim and crossbows.
Crafting stations are linked to their related storage containers for convenience (toggle-able).
All standing stones in a beautiful cavern setting, called "quite possibly the most beautiful room in Skyrim modding" - MxR Mods.
Hidden vault for safe storage and displaying of powerful artifacts - ALL DISPLAYED ITEMS WILL RETAIN ANY IMPROVEMENTS MADE.
Dragon mask displays for ALL masks, including the wooden mask + Dragonborn masks (again, all improvements are retained).
The usual mannequins, weapon racks, plaques, display cases, shield displays, bookshelves, divine shrines and labelled storage.
A secret storage SO secret that very few have even found it, with unique items for anyone who manages to find it (spoiler at the very end of this DESC).
Very comfortable follower living area, with extra beds and its own cooking and wood chopping.
Cozy bath chamber with pool and hot-tub. Comes with optional auto-disrober (NPCs will get dressed on leaving the area).
A cozy stable for your horse.
Various toggle-able lights.
Minimal clutter, and ALL OF IT IS STATIC; meaning it won't fly around for no reason (and bloat your saves with meaningless cup locations).
INSTALLING
Download the MAIN file - REQUIRED for ALL VERSIONS.
Extract the files (.esm + .bsa) to your game's Data folder.
Load order: place the .esm AFTER the unofficial patches and any other .esm files you're using.
DG+DB Addon: Optional but strongly recommended if you have Dawnguard and Dragonborn. Use ONLY if you have BOTH DLCs! Note: the DLC Addon MUST be installed together with the main file, it CANNOT be added or removed later without a clean save; ie. it can't be switched on and off (without a clean save), or the new stuff won't work.
Load order: place the DLC Addon late in your load order, the later the better!
Activate the .esm and Addon .esp (if used) in your Skyrim launcher or mod manager.
UPDATING
You should check the Changelog post before updating, I'll always warn you there if any action is necessary before each update. If nothing specific is mentioned then you can just update freely (special action updates are rare).
If you're using an ancient version (too many versions back to easily track changes) then it's probably easiest to just do a "clean save" before updating: (take everything and leave the Refuge, save, remove the old version, save again, install latest version).
FYI (For Your Information) Before posting a question you may want to have a look here.
The Refuge is located on a peak south of Ivarstead, the lower entrance is behind the Rift Imperial military camp. The Imperials simply set up their camp in a convenient clearing by an inaccessible ruin. Don't like them? Dispose of them yourself.
The background is that after the Dwemer disappeared, the Refuge became a base for an adventurous Dragonborn (Aemer) and his companion. When he died his companion continued to guard the Refuge beyond death as the Refuge Spirit, never opening the doors for any until a new Dragonborn appeared in Skyrim. I always meant to make a small quest where you have to convince her, but it was never a big priority. You can always dump a large amount of gold down a well if that helps.
You can also discover the Retreat by activating the rune in any of your player homes and stepping through. Reset the door when you arrive and go out to the exterior - but beware:
If you haven't already explored the area around the refuge you may find yourself in a fight with up to three dragons! The spectacular view is enjoyed by the Refuge Dragon and two nearby vanilla Dragons are visible from the rooftop terrace, so they may join in. Obviously there will be no Dragons until you've completed the "Dragon Rising" quest.
You can easily use the Refuge without having to face the Dragon(s) until you're ready, just use the lower entrance.
The secret exit from the Atronach Forge area leads to an area with angry Deathlords. Hey, Skyrim's a dangerous place!
The Refuge is traditional Dwarven (stone) architecture, there is minimal brass and machinery (only the Dwarven Forge and Lift).
The Atronach Forge area is a separate (but connected) ruin, the Nordic ruins scattered around the exterior are all vanilla, and the more modern furnishings are assumed to be brought in recently for comfort (no stone beds).
All of the portals are initially locked, requiring the appropriate keys. This is to prevent potentially breaking any quests by accessing an area too early in the game.
Key locations: Dawnstar Sanctuary: silver plate in player's bedroom; Falkreath Sanctuary: shelf near Sithis book; Ragged Flagon: little room between Flagon and Cistern; Sky Haven Temple: end of long table before Alduin's Wall; High Hrothgar: before idol between 2 front doors; Fort Dawnguard: bedside table in player's bedroom; Volkihar Keep: Harkon's Quarters; Aetherium Forge: by Dwarven bust after crossing first bridge; all others - through normal gameplay.
Extra copies of the new keys (Dawnstar + Falreath Sanctuaries, Ragged Flagon, Sky Haven Temple, High Hrothgar, Fort Dawnguard, Volkihar Keep) can be found in the Secret Storage.
Remote Rune locations: downstairs in Breezehome; basement in Honeyside and Proudspire; outside bedroom in Hjerim; end of East hall in High Hrothgar; left side of Alduin's Wall in Sky Haven; by Cistern entrance in Ragged Flagon; under large window (left side) in Archmage's Chambers; in player's bedroom for the rest.
Refuge Rune locations: see the image below.
Without the optional DLC Addon installed, the buttons under the Dawnguard, Redoran and Dwemer banners will only reset the tower portal.
The layout may seem a little confusing at first, DON'T WORRY! Once you learn the layout you'll realise it all makes sense!
The master bedroom is behind the bars in the hall of mannequins (see below image, some people seem to miss it).
Activate the chandeliers in the bedroom to turn them on. Look for runes to toggle on/off other lights and features.
If you're rude to the Refuge Spirit when you first meet her in the Tree cavern, you won't see her again.
Pants. Just thought I'd throw that out there (if you've read this far I'm actually very impressed).
Yes there are some doors that are inaccessible: I have ideas for expansion that I'll work on at my leisure.
The 'Sword in the Stone' weapon display requires SKSE to be able to charge enchanted weapons; but it's otherwise not required.
Decals have to be enabled for you to see the Dwarven Runes, in case you've disabled them.
The Refuge Spirirt doesn't have audio files, but if you want to see subtitles of what she says then try the Fuz Ro D'oh SKSE plugin.
Yes I made Hrothmund's Axe obtainable (DLC addon), if you were using another mod for that you won't need it anymore.
Want to have your spouse/follower(s) move in? Try the My Home is Your Home mod (check its sticky post for link to the new version).
Hearthfires is not supported. I do have the DLC but don't want to add unwanted complication to my game. There have been requests and I may give in one day but for now you're welcome to use one of the many house mods that does require Hearthfires.
The summonable archway portal is great for people who want to link-up another house mod or any location not already linked.
If you find the arch too large for the location you want to put it, you can resize it using the console (don't forget to also resize the activated portal to match). Your game will remember the size you set it to.
Experiencing lag/framerate drop inside the Refuge? It's a high-detail interior. When I played on an aged potato, with hi-res textures and quality ENB, I got playable framerates in there. Don't ask for optimisation, it IS optimised! Look to your own setup.
COMPATIBILITY
Problems may occur with mods that edit the various connected home/guild interiors, depending on how drastically they changed things.
Everything will likely still work, only the hidden portal doors may be blocked by whatever clutter those mods place before them. This can generally be console disabled. If they changed the whole wall that hides the portal, then it probably won't work.
SPOILER: ->Psst... look behind the Whiterun banner!<- :SPOILER